/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Set the new asset to render and update this component (this function is identical to SetSkeletalMesh). TheUSkinnedAssetpointer is first cast to aUSkeletalMesh, therefore this function will only set assets of typeUSkeletalMesh.
virtual void SetSkinnedAssetAndUpdate ( class [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, bool bReinitPose )